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- Base weapons should have around ~30 DPS for nonupgraded
- Base weapons should have around ~80 DPS for upgraded
- Base Weapon Power Delay Notes
- ---------------------------------------------------------------
- Standard 10 20F Normal
- +Power +3 damage per bullet.
- +Reload Delay between shots reduced to 16 frames (20% improvement)
- +Boost +Twin Bullet, bringing power to 20/26
- Nonupgrade 30 DPS
- Power 39 DPS
- Reload 36 DPS
- Boost 60 DPS
- All 79.2 DPS
- Note: Basic gun, others are built around this.
- Tactical 4 25F Fires three in rapid succession
- +Power +1 Damage per bullet
- +Reload Delay between shots reduced to 20 frames (20% improvement)
- +Boost +2 Max bullets before recover (Bringing power to 20 to 25 range)
- Nonupgrade 28.8 DPS
- Power 36 DPS
- Reload 34.56 DPS
- Boost 48 DPS
- All 72 DPS
- Note: More precise, since the damage is handled across multiple shots this weapon does not do as much Overkill damage.
- The lack of overkill damage means it will be doing more "real" damage in heavy crowds.
- Chargeup VAR ?/AVG Charge a powerful shot up.
- CHARGEUP EFFECTS
- once per interval, it adds +1 to the charge value and emits a "shine"
- Charge shines take slightly longer between intervals
- Charge Level
- -----------------
- None (Tap) 5 power (10 +Power), slow speed.
- One 10 power (20 +Power), average speed.
- Two 20 power (30 +Power), average speed, tiny aoe for 10
- Three 40 power (60 +Power), fast speed, tiny aoe for 10
- Four (+Boost) 80 power (100 +Power), fast speed, cascade aoe for 3x10
- +Reload Improve speed between chargeup tiers.
- ASSUME 60 FPS
- Charge Level Time to Next +Reload Cooldown
- --------------------------------------------------------
- None 6 Frames 6 Frames 5 Frames
- One 15 Frames 12 Frames 5 Frames
- Two 30 Frames 20 Frames 5 Frames
- Three 60 Frames 40 Frames 5 Frames
- Four (total) =111 Frames = 78 Frames 5 Frames
- Nonupgrade 50 dam / 1.08 sec = 46.29 dps
- Power 70 dam / 1.08 sec = 64.81 dps
- Reload 50 dam / 0.75 sec = 66.66 dps
- Boost 110 dam / 1.93 sec = 56.99 dps
- All 130 dam / 1.38 sec = 94.20 dps (this is where it should be.)
- Note: This weapon actually loses damage per second if you hold it over the point in which the last "Shine" occurs.
- At it's peak performance it's the strongest primary weapon by a decent lead but for most players it's damage per second will fall slightly because of the holdover time.
- It is a very bursty weapon though since it can get that opening hit from pre-charging, which will help win firefights.
- It suffers from a massive vulnerability though in that it does huge amounts of overkill damage against small targets, leading to wastes of damage against higher priority targets.
- It is very useful in the hands of a skilled player.
- (Note: old formula was as follows)>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
- Charge Level
- -----------------
- None (Tap) 4 power (5 +Power), slow speed.
- One 10 power (13 +Power), average speed.
- Two 16 power (20 +Power), average speed, tiny aoe for 4
- Three 20 power (25 +Power), fast speed, tiny aoe for 5
- Four (+Boost) 25 power (32 +Power), fast speed, cascade aoe for 3x5, piercing
- DPS calculations assume longest chargetimes for this.
- Nonupgrade 20+5 damage = 25 damage, 51+30 = 81 frames = ~1.33sec, = 18.79 DPS
- Power 25+5 = 30 Damage, 81 Frames, == 22.55 DPS
- Reload 25 Damage, 38+30 Frames (1.1sec rough) == 22.72 DPS
- Boost 25+(3x5)=40 Dam, 111+40 = 151 frames (~2.51 sec), = 15.93 DPS...
- All 32+15 = 47 Dam, 78+40 = 118 frames (1.96 sec) == 23.97 DPS... this is terrible
- What happens if I change the shot cooldown to 5 frames Fixed?
- Nonupgrade 25 dam / (60+5 ->) 1.08 sec = 23.14 DPS
- Power 30 dam / 1.08 Sec = 27.77 DPS
- Reload 25 dam / (40+5 ->) 0.75 sec = 33.33 DPS
- Boost 40 dam / 1.08 sec = 37.03 DPS (this is incorrect, didnt use the right frames table, its actually lower than 28 dps)
- All 40 dam / (78+5 ->) 1.38 sec = 28.98 dps ... it actually got weaker for charging it up.
- Revised damage tables:
- Charge Level
- -----------------
- None (Tap) 5 power (10 +Power), slow speed.
- One 10 power (14 +Power), average speed.
- Two 20 power (25 +Power), average speed, tiny aoe for 10
- Three 30 power (36 +Power), fast speed, tiny aoe for 10
- Four (+Boost) 50 power (60 +Power), fast speed, cascade aoe for 3x10 (removed piercing)
- effects become...
- Nonupgrade 40 dam / 1.08 sec = 37.03 DPS
- Power 46 dam / 1.08 sec = 42.59 DPS
- Reload 40 dam / 0.75 sec = 53.33 DPS
- Boost 90 dam / (111+5 ->) 1.93 sec = 46.63 DPS
- All 78 dam / 1.38 sec = 56.53 DPS .... well shit, this is still terrible.
- EVEN MORE DAMAGE???
- Charge Level
- -----------------
- None (Tap) 5 power (10 +Power), slow speed.
- One 10 power (20 +Power), average speed.
- Two 20 power (30 +Power), average speed, tiny aoe for 10
- Three 40 power (60 +Power), fast speed, tiny aoe for 10
- Four (+Boost) 80 power (100 +Power), fast speed, cascade aoe for 3x10 (removed piercing)
- effects become..
- Nonupgrade 50 dam / 1.08 sec = 46.29 dps
- Power 70 dam / 1.08 sec = 64.81 dps
- Reload 50 dam / 0.75 sec = 66.66 dps
- Boost 110 dam / 1.93 sec = 56.99 dps
- All 130 dam / 1.38 sec = 94.20 dps (this is where it should be.)
- (End old data)>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
- *DRONE WEAPONRY REQUIRES DRONES TO BE PURCHASED.
- *WHEN DRONES UNLOCKED, THEYRE ALWAYS AVAILABLE
- *DRONES CAN BE SHOT AND TAKE 1 DAMAGE PER HIT,
- *AT THREE HITS THEY DIE AND WILL AUTO REVIVE PERIODICALLY
- *DAMAGED DRONES REPAIR THEMSELVES IN HALF THAT TIME IF
- *THEY ARE NOT HIT AGAIN.
- *DRONES DO NOT GET I-FRAMES
- Drone weapons should have around ~10 DPS for nonupgraded PER DRONE (Adds up to 40 dps with four drones active)
- Base weapons should have around ~30 DPS for upgraded PER DRONE (Adds up to 120 dps with four drones active)
- Drone Setup Style ALT
- -----------------------------------------------------------
- Eagle Wings above and below. Fans out.
- Orbit Circles around the player. Spread out.
- Snake Follows your movement. Locks position.
- Drone Weapon Power Delay Notes
- ------------------------------------------------------------
- Blaster 5 30F Similar to Standard
- +Power +2 Damage (40% Improvement)
- +Reload Delay becomes 24F (20% Improvement)
- +Boost Adds a second angled shot depending on position of drone to player
- Above: Angled 30 degrees up
- Below: Angled 30 degrees down
- Same: Angled 30 degrees up
- nonup 5 dam / 0.5 sec = 10 dps
- power 6 dam / 0.5 sec = 12 dps
- reload 3 dam / 0.4 sec = 7.5 dps
- boost 10 dam / 0.5 sec = 20 dps
- all 14 dam / 0.4 sec = 35 dps
- Note: This is a pretty basic drone. Adds an extra shot and isn't super complicated.
- Laser 1 10F Piercing laser shots. GREAT Rof
- +Power 50% chance of critical ray for 2 damage.
- +reload Delay becomes 8F (20% Improvement)
- +boost Becomes a double beam using same firing rules as above
- nonup 1 dam / 0.16 sec = 6.25 dps
- power ~1.5 dam / 0.16 sec = ~9.375 dps
- reload 1 dam / 0.13 sec = 7.69 dps
- boost 2 dam / 0.16 sec = 12.5 dps
- all ~3 dam / 0.13 sec = ~23.07 dps (approximate because the damage can vary depending on "critical" ray chance.
- Note: This weapon does less damage overall than the blaster drone, but it's shots are more accurate and can pierce enemies and walls.
- Rocket 5 60F Forward firing rocket, Tiny AOE for 5
- +Power +10 Damage (40% Improvement, total damage becomes 20)
- +Reload Delay becomes 48F (20% Improvement)
- +Boost Shots become homing
- nonup 10 dam / 1 sec = 10 dps
- power 20 dam / 1 sec = 20 dps
- reload 10 dam / 0.8 sec = 12.5 dps
- boost 10 dam / 1 sec = 10 dps + Homing
- all 20 dam / 0.8 sec = 25 dps + homing
- Note: Less damage than the blaster drone, but it's shots have a small aoe effect and homing rockets let them hit an enemy almost guaranteed.
- note: the rockets fired from this weapon have no downwards drag - they accelerate immediately from the drone
- note: drone rockets are gray.
- Mods Effect
- --------------------------------------------
- D Adamant Armor +4 HP
- E Shield Boost +4 SP
- F Shield Focus +4 SP
- E Shield Charge Increases rate of shield recharge.
- N Shield Module Decreases delay before shield recharge starts.
- D Psycho Module Grazing bullets charges shield.
- A Cannon Power Increases base weapon damage slightly.
- T Cannon Reload Increases base weapon ROF slightly
- T Cannon Boost Increases base weapon functionality slightly.
- A Weapon Power Increases sub weapon damage slightly.
- C Weapon Reload Increases sub weapon ROF slightly.
- K Ammo Expander Doubles subweapon ammo maximum capacity.
- D Drone Power Increases drone weapon damage slightly.
- R Drone Reload Increases drone weapon ROF slightly.
- O Drone Boost Increases drone weapon functionality.
- N Drone Armor Drones can take an extra hit before breaking
- E Double Drone Doubles the amount of drone weapons deployed.
- S Assembly Line Reduces wait time for dead drones to recover.
- Fire Control Prevents death once with a long cooldown.
- Recycler Replenishes subweapon ammo over time.
- Converter Converts subweapon pickups to ammo pickups.
- Philosopher All subweapons are automatically enhanced.
- Dampeners Reduces damage from wall and enemy colission.
- Nanomachines CO-OP respawn time greatly reduced.
- Scrap Bin Confirmed kills grant tiny Spacebux
- Cover Shield Greatly increases rate and delay of shield recharge.
- ORDER CATALOGUE
- These are the costs of stuff. Costs are listed in Spacebux
- SHIPS COST
- ---------------------------------
- Pixelfox Free!
- Starwing 25,000 Bux
- Behemoth 30,000 Bux
- CANNONS COST
- ---------------------------------
- Standard Free!
- Tactical 5,000 Bux
- Chargeup 7,500 Bux
- DRONE SETUP COST
- ---------------------------------
- Snake Free! (Obtained when you get the Drone kit)
- Orbit 5,000 Bux
- Eagle 5,000 Bux
- DRONE WEAPON COST
- ---------------------------------
- Blaster Free! (Obtained when you get the Drone kit)
- Laser 10,000 Bux
- Rocket 10,000 Bux
- SUBWEAPONS
- ------------------------------------------------------------------------
- Subweapon damage should be around:
- ~80 DPS for Regular or similar power rating.
- ~150 DPS for Gold or similar power rating.
- Weapons should strive for 15 to 20 sec of continuous firing, depending on speed.
- ie adjust ammo based on fire rate.
- ammo-burning weapons should get around 15 seconds of continual fire base (this doubles to 30 with expander, but decreases with accelerator)
- ammo count is given less for "higher tier" weapons like Chakram or Expel because of how much damage they do.
- [COMPLETED!]
- (A)egis Generates a shield around the user that blocks RED projectiles.
- Does not consume ammo normally, only depletes when you get hit.
- While in effect, ammo does not regenerate.
- Damage per Shot Does not fire projectiles
- Shot Cooldown 1 Frames
- Ammo 20
- Replenish 1 per 120 frames (1/ 2 sec)
- Gold Ver Shield now stops BLUE projectiles as well.
- +Power No Effect
- +Reload No Effect
- nonupg no DPS
- power
- reload
- gold
- all no DPS
- [COMPLETE!]
- (B)eam A rapidfire beam of low-power energy that pierces objects
- Damage per Shot 1
- Shot Cooldown 2 Frames (30 Shot per Sec)
- Ammo 500 (16.6 sec ammo supply)
- Replenish 1 per 10 Frames (6/Sec) (20% RCV)
- Gold Ver Widened twin-beam for double damage power
- +Power 50% of a critical beam for 2 damage
- +Reload Reduces cooldown to 1 frame (instant)
- nonupg 1 dam / 0.03 sec = 33.33 DPS
- power ~1.5 dam / 0.03 sec = ~50 DPS
- reload 1 dam / 0.02 sec = 50 DPS
- gold 2 dam / 0.03 sec = 66.66 dps
- all ~6 dam / 0.02 sec = ~150 DPS (depending on luck) with piercing.
- (C)hakram Fires two rings of projectiles away from the player.
- Damage per shot 20 x24 (480 if all projectiles hit)
- Shot Cooldown 60 Frames (1/sec)
- Ammo 20 (20 sec ammo supply)
- Replenish 1 per 300 frames (1p5sec, 20% RCV)
- Gold Ver Shots become Blue and piercing
- +Power Becomes power 24 (+20% Damage)
- +Reload Reduces cooldown to 48 Frames (20% Improvement)
- DPS chart assumes three bullets hit on average to a single target. This is realistically much higher depending on playstyle.
- nonupg 60 dam / 1 sec = 60dps
- power 72 dam / 1 sec = 72 dps
- reload 60 dam / 0.8 sec = 75 dps
- gold 60 dam / 1 sec = 60 dps Piercing
- all 72 dam / 0.8 sec = 90 dps Piercing
- Maximized chart assuming every bullet were to hit the same target. This is possible to do but it involves taking heavy damage.
- nonupg 480 dam / 1 sec = 480 dps
- power 576 dam / 1 sec = 576 dps
- reload 480 dam / 0.8 sec = 600 dps
- gold 480 dam / 1 sec = 480 dps piercing
- all 576 dam / 0.8 sec = 720 dps Piercing
- (D)rill A powerful short range laser drill to mine through rocks.
- This weapon inflicts the vulnerability effect that Ice does as well.
- This weapon is Piercing
- Damage per Shot 1
- Shot Cooldown 1 (Infinite)
- Ammo 1200 (20 Sec)
- Replenish N/A
- Gold Ver Drill length about double
- +Power Damage increases to 2 (+100%)
- +Reload No Effect
- nonupg 1 dam / 0.02 sec = 50 dps
- power 2 dam / 0.02 sec = 100 dps
- reload no change in dps
- gold no change in dps
- all 2 dam / 0.02 sec = 100 dps
- Note: Drill's DPS is actually double that because of the effect it inflicts. It's short range makes this weapon risky to use though.
- (E)ruption Fires a bomb that sticks to a surface or enemy.
- Push B to detonate all bombs on the screen.
- Enemies that die with Bombs attached have their bombs detonated.
- Multiple stickies together will create better explosions (Up to 3 stickies on an enemy, or 1 on a surface)
- Additional stickies on an enemy at 3 stacks will detonate all stickies on the enemy.
- Damage per Shot 0 (Attach), Small AOE (1 stick) 20 Area, Large Aoe (2+ stick) 50 Area (3 stacks = 150 damage Area)
- Shot Cooldown 40 Frames (1 per 2/3rd sec)
- Ammo 30 stickies (19.8 sec ammo supply)
- Replenish 1 per 120 Frames (1 per 2 sec, 33% Replenish)
- Gold Ver single stickies do large explosions, double and triple stickies have a spiral blast that also inflicts 3 napalm damage.
- +Power Stickies now do 10 Impact damage
- +Reload Shot cooldown becomes 30 Frames (2 per sec)
- Assuming three stacks at each detonation, requiring three shots worth of time.
- nonupg 150 dam / 2 sec = 75 dps
- power 180 dam / 2 sec = 90 dps
- reload 150 dam / 1.5 sec = 100 dps
- gold 150 dam / 2 sec = 75 dps + 9 stacks of napalm (45 extra damage over time if napalm is not stacked higher.)
- all 180 dam / 1.5 sec = 120 dps + 9 stacks of napalm
- Note: Has nice area damage and afflicts napalm damage which can stack to deal a lot of extra damage passively
- (F)lamer Continually fires a torrent of flame.
- Fire deals more damage the closer you are to the target.
- At close ranges, it can set enemies on fire, but it's shots are narrow and small.
- At long ranges, the shots can pierce enemies and walls, and it's shots become wider.
- (8/6 cutoff has Napalm, 4/2 has Piercing)
- This is a flexible weapon.
- Damage per shot 8/6/4/2 depending on falloff. Inflicts 1 stack of napalm per hit if target is within 8 or 6 damage falloff range.
- Shot Cooldown 4 Frames (15 per sec)
- Ammo 200 (~13.3 sec ammo supply)
- Replenish 1 per 10 frames (6/sec, ~40% replenish rate)
- Gold Ver Longer range, longer shot falloff for damage.
- +Power +2 Damage (+25% increase, carries through all stages)
- +Reload Reduces cooldown to 3 frames (25% improvement)
- Top-end (8 damage falloff) DPS chart (You must be very close to do this.)
- nonupg 8 damage / 0.06 sec = 133.33 DPS
- power 10 damage / 0.06 sec = 166.66 DPS
- reload 8 damage / 0.05 sec = 160 DPS
- gold no change, just longer falloff range.
- all 10 damage / 0.05 sec = 200 DPS
- Note: These stack napalm for additional damage over time.
- Low-end (2 damage falloff)
- nonupg 2 dam / 0.06 sec = 33.33 DPS
- power 4 dam / 0.06 sec = 66.66 DPS
- reload 2 dam / 0.05 sec = 40 DPS
- gold no change, just longer falloff range.
- all 4 dam / 0.05 sec = 80 DPS
- note These shots are much larger than top-end and can hit multiple targets/go through walls.
- Note: Flamer's low ammunition supply means shots must be taken carefully and situationally.
- (G)raviton / Gravity A shot that creates a gravity field that pulls enemies in. When the field collapses it does good damage.
- Gravity does not alter Medium, Large or Boss enemies, but can damage them.
- Field can be interacted with the B button. This affects all your shots of this weapon type:
- Non activated: Expands the field immediately.
- Activated: Collapses the field immediately.
- Damage per Shot 0, Field collapse: 60
- Shot Cooldown 60 Frames (1 per sec)
- Ammo 20 shots (20 sec ammo supply)
- Replenish 1 per 180 frames (33% Replenish)
- Gold Ver Shot field is larger, can now affect Medium enemies
- +Power Grants the bullet 10 Impact damage.
- +Reload Shot Cooldown becomes 48 frames (20% improvement)
- nonupg 60 dam / 1 sec = 60 dps
- power 70 dam / 1 sec = 70 dps
- reload 60 dam / 0.8 sec = 75 dps
- gold no change in damage
- all 70 dam / 0.8 sec = 87.5 dps
- Note Gravity is designed to grant field control. When used in combination with weapons like beamdrones or charge shot,
- gravity is capable of doing setups for massive spike damage. gravity's damage is also an area attack too...
- (H)oming / Heatseeker A slow moving yellow warhead that seeks out an enemy and has a small splash
- Damage per shot 15 Impact, 5 Aoe (20 Damage)
- Shot Cooldown 30 Frames (2 Per second)
- Ammo 20 (10 sec ammo supply)
- Replenish 1 per 90 frames (1/1.5sec, 33% RCV)
- Gold Ver Launches three missiles per interval.
- +Power Impact damage increases to 20 (25% improvement)
- +Reload Fire rate becomes 20 frames (3 per second, 33% improve)
- *Damage max potential becomes (25x3 = 75 total with upg)
- nonupg 20 dam / 0.5 sec = 40 dps
- power 25 dam / 0.5 sec = 50 dps
- reload 20 dam / 0.33 sec = 60.60 dps
- gold 60 / 0.5 sec = 120 dps
- all 75 dam / 0.33 = 227.22 dps, with homing
- note this weapon's low ammo supply means this weapon would be best reserved for situational use.
- homing shots aren't guaranteed to attack the intended target, which may affect DPS
- (I)ce / Iceray A continual beam of supercooled compound that saps power from afflicted targets.
- Weakens the defenses of targets causing them to be more vulnerable to damage.
- Damage per Shot 2
- Shot Cooldown 3 (20 Shots per Second)
- Ammo 200 (~10 sec firing)
- Replenish 1 per 15 frames (20% replenish)
- Gold Ver Targets that die while affected by improved Ice now shatter into an 8 way burst of projectiles dealing 10 damage each.
- These projectiles afflict improved Ice and can cause chain reactions.
- +Power +1 damage (50% improvement)
- +Reload Becomes 2 frames per shot (33% improvement)
- nonupg 2 dam / 0.05 sec = 40 DPS
- power 3 dam / 0.05 sec = 60 DPS
- reload 2 dam / 0.03 sec = 66.66 DPS
- gold no damage increase, but damage spikes are now possible.
- all 3 dam / 0.03 sec = 100 DPS with damage spikes.
- Note DPS is actually twice as high because of the debuff.
- (J)oker Fires a random weapon.
- Damage per Shot 0 + Varies
- Shot Cooldown 20 (3/sec)
- Ammo 30
- Replenish 1 per 60 frames (1/sec)
- Gold Ver Fires the enhanced versions of the weapons.
- +Power No Effect, but may impact the randomly fired weapons.
- +Reload Shot Cooldown becomes 10 frames (massive improvement)
- note: DPS charts are not possible because of the nature of this weapon.
- (K)inesis Fires a projectile that devistates small enemies. Enemies destroyed become charged shots that can do a high amount of damage.
- Pressing the B button early detonates your projectiles early.
- Damage per Shot 10 Impact, 15 Area + 185 Area vs Small class enemies
- Destroyed ships release a projectile in an angle related to explosion point: 80 Impact and an extra 20 small Area damage.
- Shot Cooldown 60 (1/ Sec)
- Ammo 20 Shots
- Replenish 1 per 180 frames (33% replenish)
- Gold Ver Larger detonation radius and bonus damage now affects Medium class enemies.
- +Power Impact damage increases by 10 (+100% impact, but +5% overall)
- +Reload Cooldown becomes 48 Frames (20% improvement)
- DPS here assumes small enemies.
- Nonupg 210 dam / 1 sec = 210 dps
- power 220 dam / 1 sec = 220 dps
- reload 210 dam / 0.8 sec = 262.5 dps
- gold no dps change, but larger area and higher enemy class affected
- all 220 dam / 0.8 sec = 275 dps
- Note: This weapon has HUGE dps but only versus small or medium sized enemies. It's damage against bosses is laughably bad.
- That being said, it's potential to flick back small things at larger enemies makes it more useful.
- This is definitely not that great for boss fights unless they have adds, but it is pretty good for clearing stages.
- (L)ancer / Laser Fires a ray of high-powered devistating energy that pierces through walls.
- The ray lingers momentarily, losing power, but can damage those that move into it.
- Damage per Shot 120, diminishing over time.
- Shot Cooldown 90 frames (1.5 sec)
- Ammo 20
- Replenish 300 frames (1 per 5 sec, ~30ish%)
- Gold Ver Enemies struck by the ray at any point are blasted with 5 cascade small aoes for 10 damage each. (50 extra dam)
- +Power Weapon's damage increases to 150 (+20%)
- +Reload Weapon's cooldown dereases to 72 frames (+20%)
- Nonupg 120 dam / 1.5 sec = 80 dps
- Power 150 dam / 1.5 sec = 100 dps
- Reload 120 dam / 1.2 sec = 100 dps
- Gold 170 dam / 1.5 sec = 113.33 dps
- All 200 dam / 1.2 sec = 166.66 dps
- Note This weapon is more useful for picking off a line of enemies.
- (M)issile A slow moving blue warhead that hits hard and has area splash.
- Damage per Shot 30 Impact, 20 Aoe (50 Damage)
- Shot Cooldown 60 Frames (1 per second)
- Ammo 20 missiles (20 sec ammo)
- Replenish 1 per 180 frames (1 per 3 seconds, ~33% RCV)
- Gold Ver Explodes in a small cluster, adding four randomly offset AOE's for an extra 20 damage each (+80 damage) (add +20 for original aoe)
- +Power Impact damage increases to 50
- +Reload Becomes 48 Frames (20% faster)
- Nonupg 50 dam / 1 sec = 50 dps
- Power 70 dam / 1 sec = 70 dps
- Reload 50 dam / 0.8 = 62.5 dps
- Gold 150 dam / 1 sec = 150 dps
- All 170 dam / 0.8 sec = 212.5 dps
- Note Slow moving dummy-fire, these missiles are great against large enemies but small quick ones can easily avoid being hit.
- (N)apalm A green missile loaded with a volatile compound.
- Damage per Shot 10 Impact, +10 Napalm
- Shot Cooldown 45 Frames (3/4 of a second)
- Ammo 20 warheads
- Replenish 180 Frames (3 seconds, 25% replenish rate)
- Gold Ver shots become homing
- +Power Impact damage increases to 20 (+100%)
- +Reload Shot cooldown becomes 30 frames (1/2 sec, 33% improvement)
- Nonupg 10 dam / .75 sec = 13.33 dps
- Power 20 dam / .75 sec = 26.66 dps
- Reload 10 dam / .5 sec = 20 dps
- Gold no change, just adds homing
- All 20 dam / .5 sec = 40 dps
- Note Each hit debuffs the enemy with 10 Napalm damage. Napalm damage stacks up to 100.
- Napalm damage periodically ticks on an enemy dealing damage equal to the current napalm damage sustained.
- When this happens, the enemy takes damage, but loses one point of ongoing Napalm damage.
- IE, 10 napalm damage will deal: 10 + 9 + 8 + 7 + 6 + 5 + 4 + 3 + 2 + 1 = 55 damage over time.
- These ticks vary depending upon the enemy but are roughly 1/sec on average
- 100 napalm not-reapplied will deal 5,050 damage on it's own over about two minutes.
- Napalm is best used against bosses, sticking them with several missiles and then reapplying one hit every now and then.
- It's a slow-burning way to kill bosses, but really makes this weapon incredible just as "base".
- (O)uroboros Twin orbs of energy encircle the ship before streaking away to strike an enemy.
- When they're streaking away they leave short lived trails of energy that can damage enemies for a minor amount.
- Damage per Shot 30 (Orb) Piercing, 5 (Trail)
- Shot Cooldown 120 frames (2 sec)
- Ammo 10 (20 sec of ammo)
- Replenish 1 per 360 frames (1 per 6 sec) (33%)
- Gold Ver Adds two more orbs
- +Power Orb damage increases to 50
- +Reload Cooldown decreases to 96 frames (20% improvement)
- Assume all shots hit, not factoring in trail damages.
- Nonupg 60 dam / 2 sec = 30 dps
- Power 100 dam / 2 sec = 50 dps
- Reload 60 dam / 1.6 sec = 37.5 dps
- Gold 120 dam / 2 sec = 60 dps
- All 200 dam / 1.6 sec = 125 dps
- Note Damage is actually somewhat higher than what's listed because of the trail damage.
- Ouroboros can spawn "trail bullets" inside of enemies which then hit them instantly dealing a little bit more damage.
- Larger enemies get hit with more "trail" spawns, so Ouroboros's DPS is much higher against large enemies.
- It's worth noting that Ouroboros may not hit the intended target if there's an enemy closer to the player than the desired foe.
- It's also worth noting that Ouroboros is a skill-shot weapon because of that and can be used to create really good attack lines.
- (P)article Charges up the longer the special weapon button is held. Upon release, has various attack effects.
- Particle ChgList 0 to 30 frames: A weak bullet that does 1 damage.
- 31 to 60 frames: A small bullet that does 50 damage.
- 61 to 120 frames: A round bullet that does 50 impact and 50 area damage.
- Shots now add a small "Burst" graphic when they fire at this point.
- 121 to 180 frames: A spiral bullet that does 100 impact and 100 area damage
- 181 to 299 frames: Two shots in a double-helix that pierce enemies and deal 200 damage each.
- these shots leave a small after-image circle particle effect.
- Shots now add a large "Burst" graphic when they fire at this point.
- 300 to 599 frames: Shots become a quad helix of above.
- 600 frames: Fires a slow moving golden vortex of energy that launches miniature golden particles at random enemies.
- The vortex deals 1,800 impact damage and 200 area damage in a large area.
- The gold particles deal 20 damage and have piercing.
- Cooldown None. (Instant)
- Ammo 300 (Enough for a single maxed out shot)
- Replenish 1 per 10 frames (10% refresh)
- Regular: You can charge up to 300 frames, using 300 ammo. At that point, you can't charge any further and don't spend ammo.
- Gold: Increases the charge limit to 600 frames for 600 ammo.
- +Power Helix shot damage doubled. Gold vortex impact damage doubled.
- +Reload Burns an additional ammo when charging, but awards an additional charge (double charge rate)
- Damage potential would be a bitch to calculate, so instead the 300 and 600 ones are as follows:
- 300 charge 800 damage / 5 sec chargetime = 160 DPS piercing
- 600 charge 2000 direct damage / 10 sec chargetime = 200 dps
- +Power Effectively doubles the damage of this weapon's max charge outputs.
- +Reload Double the above.
- Note: This weapon does fucking superb damage. If fully upgraded, can deal almost 8,000 damage in the first five seconds of a boss fight.
- The catch is that this weapon is incredibly rare (like Xpel) and it's something you don't want to use on anything other than a boss.
- (Q)uantum Determines the true nature of Eric and Cleo
- Damage per Shot 0
- Shot Cooldown 60 (1 sec)
- Ammo 1
- Replenish Does not replenish
- Gold Ver Adds Lord Maltreas to the mix
- +Power Nothing
- +Reload Nope
- What it does When fired, rolls 1d2 or 1d3 if gold.
- 1 Eric appears on the screen and looks confused.
- Shoots silohettes of his Will's Downfall book cover across the screen (Yellow->orange->red->black afterimages)
- These shots are angled randomly and deal 300 piercing damage each. Shoots about 30 of them.
- 2 Cleo, The Nutty, flips off the screen!
- Instantly deals 9,999 damage to every enemy on the screen.
- 3 The Dark Lord Maltreas appears and causes lots of explosions to happen across the screen
- Generates about 50 random explosions on the screen dealing 100 damage each and inflicting 100 napalm damage each.
- Note: This is a joke weapon that's intentionally OP as fuck, this will have to come from a special hidden secret stage.
- The stage should only be enterable once every other weapon's gold version has been unlocked in the Garage.
- The midboss of the stage, "EriCleoMalty" is the only enemy that drops the Quantum.
- The boss will not even appear unless one of the players has the Philosipher equipped.
- The actual boss of the stage is just a joke enemy that should die without offering any resistance at all.
- (R)amming Generates a temporal shift around your vessel allowing you to lunge forward and use your ship as a weapon.
- You are completely safe from harm while this is happening too.
- Note: This secretly disables control of the player's ship for a few frames while you move.
- You're completely invulnerable while you're in this state and when you fire it, it spawns a bullet that sits under you.
- When you regain control you also gain 20 i-frames (a third of a second)
- Damage per Shot 60 (Piercing)
- Shot Cooldown 30 frames (half a second)
- Ammo 20 (10 seconds of jumps)
- Replenish 1 per 120 frames (25% recover)
- Gold Ver Longer range of the lunge, higher i-frames (30 iframes)
- +Power Increases the damage to 80
- +Reload Shot cooldown becomes 24 frames (20% improvement)
- Nonupg 60 dam / 0.5 sec = 120 dps
- Power 80 dam / 0.5 sec = 160 dps
- Reload 60 dam / 0.4 sec = 150 dps
- Gold no change
- All 80 dam / 0.4 sec = 200 dps
- Note +Fairly hard hitting weapon that can be used for defense too.
- -Can put you into bad situations that actually result in you getting hit.
- -Have to risk hurting yourself to hurt an enemy with this weapon
- -Beam weaponry will wreck your shit after you leave the ram effect. They can pierce i-frames.
- (S)pread / Shotgun A scattering blast. Grants a wide angle of attack.
- Damage per Shot 3 (3x5: 15)
- Shot Cooldown 20 Frames (3 Shot per Sec)
- Ammo 40 (around 15 seconds of firing)
- Replenish 1 per 90 Frames (1/1.5sec) (~23% RCV)
- Gold Ver Adds in four extra random pellets (27 point blank damage)
- +Power Pellets deal +1 damage (Gold ver means 36 point blank damage)
- +Reload Becomes 15 Frame cooldown (4 per sec)
- Assuming point blank shot and all hit...
- nonupg 15 dam / 0.33 sec = 45.45 dps
- power 20 dam / 0.33 sec = 60.60 dps
- reload 15 dam / 0.25 sec = 60 dps
- gold 27 dam / 0.33 sec = 81.81 dps
- all 36 dam / 0.25 sec = 144 dps
- note tremendous area coverage lets this weapon hit enemies all over the place.
- (T)yphoon Launches an aquatic-blue vortex-like projectile that explodes in a small area and releases a spray of bullets in random directions.
- Active shots can be prematurely detonated by pushing B
- Damage per Shot 10 Impact, 10 Area, 6x5 randomly angled bullet (50 damage if all hit)
- Shot Cooldown 30 frames (0.5 sec)
- Ammo 20 (10 sec of ammo)
- Replenish 1 per 120 frames (25% recover)
- Gold Ver Releases twice as many bullets when it pops (extra 30 possible damage)
- +Power Impact damage increases to 20 (+100% impact damage)
- +Reload Shot cooldown becomes 20 (+33% improvement)
- If NO bullets released from the vortex were to hit...
- Nonupg 20 dam / 0.5 sec = 40 dps
- Power 30 dam / 0.5 sec = 60 dps
- Reload 20 dam / 0.33 sec = 60.60 dps
- Gold 20 dam / 0.5 sec = 40 dps
- All 30 dam / 0.33 sec = 90.90 dps
- If ALL bullets released from the vortex were to hit...
- Nonupg 50 dam / 0.5 sec = 100 dps
- Power 60 dam / 0.5 sec = 120 dps
- Reload 50 dam / 0.33 sec = 151.51 dps
- Gold 80 dam / 0.5 sec = 160 dps
- All 90 dam / 0.33 sec = 272.72 dps
- Note This weapon's DPS is very, very random because most of it comes from the released vortex bullets.
- You might be able to trade blows with an enemy by moving into them and spraying the vortex point blank, but that's a risky move.
- This weapon is more suited to taking out groups of small enemies than it is larger enemies or bosses.
- (U)mbra Launches a purple orb of energy that ripples energy up and down.
- Damage per Shot 10 Impact Piercing, 10 on rippling bullets
- Shot Cooldown 30 Frames (0.5 Sec)
- Ammo 40 (20 Sec of Ammo)
- Replenish 1 per 150 Frames (20% Recover)
- Gold Ver Ripple bullets more frequenty
- +Power Impact shot damage grows to 30
- +Reload Fire rate decreases to 20 frames (33% Improvement)
- Note the DPS on this weapon is absolutely trash unless you're firing into a crowd of enemies.
- This weapon is great to soften up lots of enemies behind walls and whatnot.
- It is situational and likes to lag up the game.
- [COMPLETE!]
- (V)ulcan Rapidfire subweapon firing in a straight line
- Damage per shot 4
- Shot Cooldown 4 Frames (15 Shot per Sec)
- Ammo 250 (A little over 16 sec of ammo)
- Replenish 1 Ammo per 20 frames (3 / Sec) (20% Rcv/Rate)
- Gold Ver Adds a secondary narrow angle shot.
- +Power +1 Damage per Shot
- +Reload Becomes 3 frames per shot (20 Shot per Sec)
- Nonupg 4 dam / 0.06 sec = 66.66 dps
- Power 5 dam / 0.06 sec = 83.33 dps
- Reload 4 dam / 0.05 sec = 80 dps
- Gold 8 dam / 0.06 sec = 133.33 dps
- All 10 dam / 0.05 sec = 200 dps
- (W)ildfire A variant of the vulcan who's shots are aimed at the nearest enemy.
- This weapon's aim is innacurate and has a little bit of spread.
- It has a high ammo count.
- Damage per Shot 3
- Shot Cooldown 5 Frames (12/Sec)
- Ammo 360 (30 sec of ammo)
- Replenish 15 Frames (33%)
- Gold Ver Fires two shots at the same time
- +Power Damage increases to 4 (+1)
- +Reload Shot cooldown becomes 4 frames (+20%, 15/sec)
- Nonupg 36 dps (3 * 12)
- Power 48 dps (4 * 12)
- Reload 45 dps (3 * 15)
- Gold 72 dps (6 * 12)
- All 120 dps (8 * 15)
- Note Trades DPS for aiming ability and ammo count.
- (X)pel A super weapon that launches orbs of destructive energy that seek out enemies.
- It is an incredibly rare weapon.
- Damage per Shot 12 orbs dealing 100 damage each, and impact hits inflict 5 cascade explosions for an extra 10 each. (170 per orb, 2040 dmg/shot)
- Shot Cooldown 1 (Instant)
- Ammo 1 (Not affected by ammo expander)
- Replenish n/a (Does not regenerate, does not recover from converter)
- Gold Ver Shots become piercing.
- +Power Impact damage increases by 30 (bringing damage fired to 2400)
- +Reload n/a
- Fires only once, has no DPS chart.
- (Y)-Splice A weird bullet that splits several times.
- When it splits, it creates two bullets with random 30 degree rotation up/down, with a "BULLET LIFE" equal to the parent.
- The parent self-deletes after it splits.
- Damage per Shot Each bullet deals 30 damage.
- Shot Cooldown 120 Frames (2 sec)
- Ammo 20
- Replenish 1 per 120 frames (25% recover)
- Gold Ver Adds in an extra bullet to the split.
- +Power bullet damage increases to 40 (+33%)
- +Reload Shot cooldown becomes 90 frames (1 + 1/2 sec) (+25%)
- This bullet's damage is not possible to get a good DPS, but it is used more for flooding the screen with bullets.
- (Z)-Saber Projects a small ray of light forward similar to a very short range lancer.
- Moving in certain ways can cause the blade to lash out.
- Damage per Shot 2 Piercing
- Shot Cooldown 1 (Instant)
- Ammo 1200
- Replenish 1 per 3 frames (33%)
- Gold Ver Longer range.
- +Power Adds +1 more damage.
- +Reload No Effect
- Nonupg 2 dam * 60 per sec = 120 DPS
- Power 3 dam * 60 = 180 DPS
- Reload No Change
- Gold No Change
- All No Change
- SPECIAL: When moving Up, Up Forwards, Forwards in a quick succession triggers an overhead forward sweep.
- The same for down, down towards, towards.
- This sweep only happens if you have at least 100 Ammo left, and consumes 100 ammo to do it.
- The sweep inflicts 200 damage Piercing, and is longer when using the Gold ver.
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